2012-10-14 16:14:06 +00:00
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/*
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* Player.cpp
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*
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* Created on: 21.07.2012
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* Author: Felix
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*/
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#include "Player.h"
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#include <Thor/Vectors.hpp>
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#include "../items/Weapon.h"
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#include "../types/String.h"
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#include "../types/Vector.h"
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/**
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* Initializes Sprite.
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*/
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Player::Player(const Instances& instances, const Vector2f& position, const Yaml& config) :
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Character(instances, "player.png", PhysicalData(position, instances.world,
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CATEGORY_ACTOR, MASK_ALL, true, false, true), config),
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mDirection(0) {
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}
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/**
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* Sets the point where to look and shoot at.
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*
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* @param Absolute world coordinates of the crosshair.
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*/
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void
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Player::setCrosshairPosition(const Vector2f& position) {
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mCrosshairPosition = position - getPosition();
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}
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/**
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* Fires the attached Weapon, emitting a Bullet object.
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*/
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void
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Player::fire() {
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Character::fire();
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}
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/**
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* Moves the player to a destination point.
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* Disables any previous calls to Player::setDirection().
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*
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* @param destination Absolute world coordinate of the destination point.
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2012-09-12 12:21:57 +00:00
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*/
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2012-09-09 20:50:15 +00:00
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void
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2012-10-14 16:14:06 +00:00
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Player::move(const Vector2f& destination) {
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2012-10-13 17:36:33 +00:00
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setDestination(destination);
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2012-10-14 16:14:06 +00:00
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}
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/**
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* Sets the movement direction. This is destined for input via keys (eg. WASD).
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* Disables any previous commands via Player::move().
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*
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* @param direction The direction to move to.
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* @param unset False to start movement into the direction, true to stop it.
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*/
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void
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Player::setDirection(Direction direction, bool unset) {
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if (unset) {
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mDirection = mDirection & ~(uint8) direction;
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} else {
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mDirection = mDirection | (uint8) direction;
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}
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// Convert directions into a vector.
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Vector2f dirVec(0, 0);
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if (mDirection & (uint8) Direction::RIGHT) {
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dirVec.x += 1.0f;
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}
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if (mDirection & (uint8) Direction::LEFT) {
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dirVec.x += - 1.0f;
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}
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if (mDirection & (uint8) Direction::DOWN) {
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dirVec.y += 1.0f;
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}
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if (mDirection & (uint8) Direction::UP) {
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dirVec.y += - 1.0f;
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}
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setSpeed(dirVec, getMovementSpeed());
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}
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/**
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* Check if we arrived at destination, turn towards cursor.
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*/
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void
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Player::onThink(float elapsedTime) {
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if (!mDirection) {
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// Only use path finding movement if no direct input movement active.
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Character::move();
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}
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// Look towards crosshair.
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setAngle(angle(mCrosshairPosition));
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}
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/**
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* Stop movement if we collide with anything except bullets.
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*/
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void
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2012-12-20 09:31:32 +00:00
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Player::onCollide(Body& other, uint16 category) {
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2012-10-14 16:14:06 +00:00
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if (category != CATEGORY_PARTICLE) {
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setDestination(getPosition());
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}
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}
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